Wednesday, 13 March 2019

Turning on the Power in The Shadowed Throne - Call of Duty WWII Zombies

Secrets: Pack-A-Punch / Wonderbuss --

Hi guys,

here is the guide on how to build the WONDERBUSS wonder weapon which in turn, is used to gain access to the Pack-A-Punch machine within the zombies map The Shadowed Throne on Call of Duty WW2.

There are a few steps which are easy enough to follow when you know how and we should get to work, that Wonderbuss ain't going to build itself....if it did.....this would be the shortest post in history. Its easier to put together than any IKEA flatpack furniture I've ever encountered.

Building the Wunderbuss…..bringing in the big guns

Step 1 - Acquire the code from the Radio

Time to turn on, tune in and cop out to the radio waves emitting from the MAIN STREET on this map. To the left of the derelict cinema/theatre on the main street, there is a radio in the corner, on a table where there is a stack of sandbags piled up.

On top of the radio there is a code you need to remember and write down, as you will need to refer to it later on when in the destroyed CHURCH.

Check out the animation below to see how to get the church, its a path that takes you through the Cinema front door, then out to the left, across a ruined street and in the side entrance of the church:

Once you have arrived in the church, there will be a map on the notice boards with a RED PIN stuck on it. This location the RED PIN is plonked on, along with the code you picked up which written on the top of the radio at the start will give you a radio frequency when compared to the chart just to the left of this map.

In our example here, the code on top of the radio was RS-3, so we use first check the location which the red pin was on which is BARNRIM, then the BAND which is 1.2 (the RS part) and finally the FREQUENCY which is the "3" part.

This gives a frequency of "50.1". Return to the location of the radio where you found the code on top of, in the MAIN STREET and tune that bad boy into frequency 50.1.

When the correct code has been input it will come up that you have "Found the Radio" and some audio dialogue will begin playing. 

Step 2 - Baby your a Firework....

In the next step we now have the objectives of SETTING OFF THE FLARES and obtaining the GEISTBOLT.....all in a days work.

To obtain the flares and set off a wonderful display of colour in this levels dark and dingy sky, head from the radio in the main street area through the cinema and out to the left again into the PLAZA area, which is on the way to the CHURCH.

As soon as you come out of the CINEMA/THEATRE on the left corner there is a box of flares that need popped open.  A flare is already lit giving you a hint that this is the location, sitting beside the box. Go up and press the USE button on the box containing the flares and you will set one off with a bang.

Once the flares have been set off, zombies will appear that charge at you. Keep killing them until one drops the GEISTBOLT and pick it up.

Step 3 - Where's the spare batteries?

Did you hear the one about police who arrested the two robbers? One robber stole a battery, the other a firework.....they charged one and let the other one off......terrible joke I know but hopefully the cheesiness of it made you smile :).

We now need to find the WUNDERBUSS BATTERY which can spawn in several locations and I have listed 3 known locations below:

  • In the MUSEUM- in the corner where a body is draped over the side board. Its just to the right of the body in the corner from where you enter from the street where the whole in the girder is located

  • In the MUSEUM - in the main room which displays the suits of armour and uniforms etc, to the left hand side in the corner of where a player comes down the steps from the upper balcony

  • In the CABARET - from the front door, take a left to go up the stairs and on the first floor to the right where the floor is all broken, on the edge of the table the battery is perched on top.

Step 4 - What a Wunderbuss life

Now we need to head over to the APARTMENTS area and activate the wonder weapon room by using the battery on the open control panel where you can see a space and some wires. 

Then we pick up the battery again by going behind the electrical wires in the control panel and holding the use button. With the battery, which hopefully has some juice left in it, we can build the WONDERBUSS weapon with the battery and the Geistbolt in the machine in the middle of the room behind this control panel.

You can reach the apartments by going through the UNDERBELLY area. When the battery and the Geistkraft has been used to build the WUNDERBUSS pick it up and lets get onto Pack A Punch location.

Part 2 - Unlocking Pack A Punch with the WUNDERBUSS

Next we need to find 2 metal plates on the walls that reveal a circuit behind them that need shot with the Wunderbuss to supercharge them....its like a mobile phone charger on steroids and charges it in seconds except doing that to a mobile phone might cause battery to explode...won't mention any brands there....think its all of them now at one time or another.

The first plate is in the UNDERBELLY and is easy to get too as soon as we have built the WUNDERBUSS, head out of the front door of the APARTMENTS and take a right, go straight down the corridor and turn left and you will see a blocked area with metal bars.

Peeking through these bars on the left hand side of the wall is a metal plate which you need to throw a grenade into to blow it off. This will then reveal a panel with an electrical circuit that needs charged with the WUNDERBUSS. Simply shoot it when its exposed and shockingly....that's it, we can move onto the hunt for the second panel.

Luckily the second panel is just a casual stroll from these iron bars to the left in the DESTROYED BUILDING. Its on the wall on the right if you look at the iron bars and turn 180 degrees on yourself, careful not to get dizzy, and about 3 metres down and on the wall on the our second panel. Same again, grenade, blow hatch cover off, charge electrical wires with WUNDERBUSS calmly and gracefully.....of fry its ass its up to you.

You will then be presented with the message "Unlocked the Ubersprengen". This is Pack A Punch and is located to the right of the second panel you just electrified with the WUNDERBUSS in the DESTROYED BUILDING. The door was previously closed, now its open sesame season on it. 

Still unsure how to do it? Watch RandomChievos video below for an easy walkthrough:

Thanks for reading guys and gals.


Thursday, 7 March 2019

Turning on the Power in Darkest Shore - Call of Duty WWII Zombies

Secrets: Turning on the Power --

Hi guys,

here is the guide on how to turn the power on in the Call Of Duty WWII Zombies map The Darkest Shore. The Darkest Shore sees Marie, Drostan, Olivia, and Jefferson continue on their epic journey. It takes you to an island swarming with zombie flesh eating hordes, naval power, and Nazi Zombie air superiority.

Turning on the Power

There are two power switches that you will need to located on this map and activated in order to restore power across the entire map. 

The first switch will allow things like you coffee machine, phone charger, kettle.... as well as what's important in this level such as electronic doors, upgrade machines, and other gadgets to function. 

The second switch activates the subterranean minecart system that the map uses as a fast travel system, much faster than even Star Treks teleporter which tends to lose parts of your body from time to time when you materialise. 

So without further ado, lets get the low down on how to turn these power switches on.

Activating the Main Power Switch 

This one is the easiest switch to find and has to be turned on first before turning on the second switch. From the SPAWN AREA, take the path to the right hand side which leads you into the cave system. You will need to purchase 2 doors to get to the area where the first power switch is located. This switch will turn on the lights and power the main facility sections. This main facility contains access to several perk machines.

When the second door is opened that leads into the U BOAT PENS, head left and descend down the stairs into the dark room where there is a RED GLOW from the lights in this area and as soon as you get to the bottom of the stairs, the POWER SWITCH will be on the right hand side of the wall. Simply walk up to it and hit the use button to flip it on.

You can easily find it by heading out of the spawn room and making your way to the door that leads to the Bluffs. Unlock the door here and you’ll want to find the door that leads to the U-Boat Pens. You will see a small white light in between the RED LIGHTS which is the power switch.

Activating the Minecart Power Switch

The second power switch that you’ll want to activate is the switch that turns on the minecart system underneath the base. This becomes the fast travel system for the entire map, and it connects the map’s three main areas together, as well as saving your feet from a lot of painful blisters from all that walking.

The second switch is located in the OVERLOOK SECTION of the map in the ARTILLERY BUNKER. Starting from the main SPAWN AREA, simply go down the same cave entrance on the right you went down for the first switch but take the cliff face path to the right of the BLITZ machine you walked past previously.

Follow the cliff face around until you come to a cave entrance on the left with the sign "Strand Oberland". Keep going through and you will come to a door that leads to the BUNKERS costing 1250 JOLTS. Then run like hell....or casually stroll its up to the next door on down a bit that leads to the OVERLOOK which also costs a whopping 1250 JOLTS.

Then cough up some more cash and enter the ARTILLERY BUNKER for another 750 JOLTS....this is turning to be one expensive night out.

When you enter the bunker, simple go into the room on your immediate left and in the corner of the room, at the back, you will see the second power switch. Flip it to turn on the power and gain access to the minecart system....reading this too fast I bet you thought I said MINECRAFT system.....didn't you? :)

Still unsure how to turn the power on? Check out Laggin24x  YouTube video below for a complete walkthrough:

Thanks for reading guys and gals.


Wednesday, 6 March 2019

The Final Reich Hardcore Easter Egg Walkthrough Part 1 - WWII Zombies

Casual Easter Egg: Part 1 -- Part 2 -- Part 3 --

Hardcore Easter Egg: Part 1 -- Part 2 --

Hi guys,

welcome to the Hardcore Easter Egg Guide for Call Of Duty World War 2 Zombies on the amazing "The Third Reich" level. Completing this Easter Egg will not only gain you my upmost respect and admiration, but will also earn you the Dark Reunion Trophy / Achievement to put on your virtual mantle piece.

This Easter Egg can be completed on solo or multiplayer, but as there is a ton of stuff to do, multiplayer will make your life a whole lot easier.

Now before we start into the "Hardcore Easter Egg" we need to have got up to the point in the "Casual Easter Egg" up to the point where you shoot the hilt with a Tesla Gun. DO NOT SHOOT THE HILT.....sorry for shouting, but if you do you will not be able to do the Hardcore Easter Egg as you will be set in stone on the path of the Casual Easter Egg. 

If you are not sure how to get up to the point with the hilt, check out my Casual Easter Egg guide and get up to "Part 3", up until the step called "Music to my Ears! Don't Take that tone with me!" from there we can then pick up the Hardcore Easter Egg quest.

We also need to have upgraded all 4 Tesla Guns at this point in order to complete this Hardcore Easter Egg.

So just to recap before we enter the abyss the pre-requisites before doing this are:

  • Get up to the point in Casual Easter Egg where you are about to shoot the Hilt with the Tesla gun, but don't shoot it

Ready....get set....lets rumble zombies!

Step 1 - Just for the RECORD

This step can be done as soon as the game starts, or when you have a free spare moments from running and screaming for your life from the zombie horde hot on your heels. Also up until the point in the Casual Easter Egg we talked about above which is a pre-requisite and you have NOT picked up the Emperor's Hilt.

Around the village in the SPAWN AREA by the PUB, the MAIN VILLAGE and the RIVERSIDE areas will contain 3 SPINNING TOPS. These will conveniently be placed on windows and rooftops around these places and will need to be shot down and picked up. These come in the classy colours red, green and yellow spinning tops.

In the below video from MrDarlekJD he shows us some of the many possible spawn locations of these spinning tops and where to place them from time stamp 1:53 to 2:37:

Once collected, the 3 spinning tops need placed in the window of the toy shop:

Once placed down, these spinning tops will act like a clock. When they are initially placed in the window of the toy shop, the hands are facing to 6 o'clock. 

Now, around the map inside some of the windows, are small enigma machines sitting on benches, sofas, tables etc. which have a coloured bow on top of them., along with a number. The locations of these small enigma machines are shown in the video below from time stamp 2:43 to 3:50.

When you find all of the enigma machines, there is only 2 known ones which appear, whatever colour they are note down the number on them. Then return to the toy shop and for each coloured bows number, turn the matching spinner top to that number by pressing the USE button on each. E.g. if the number on the RED BOW is 9, turn the RED SPINNER TOP to the 9 o'clock position.

Once 2 of the enigma machines have been located, simply keep turning the last spinner top around until a small drawer pops out at the bottom of the Toy Shop with a RECORD....hopefully with some banging tunes on it. This last spinner number can be guessed as its only the number range 1 to 12, simples.

These enigma machines spawn around the map in random places every playthrough and the numbers change on them as well so they will probably never be the same ones for any subsequent play through's.

Step 2 - Don't take the weathers name in vain

Open up the power for the Bunker Door before attempting this next step. Run toward the Riverside area and head toward the WEATHER VANE that sits on top of the wall by the river edge and activate it by pressing the USE BUTTON

It will then start spinning like a headless chicken in the wind and when it stops, it will be pointing to a very small tiny light....must be one of those energy saving bulbs its so small....but will generally end up pointing to the left, right or directly in front of it. 

This light gives you the location of a BUTTON. Its very small and quite hard to see however in the image below it was pointing into this red building, just inside the window. When you need to do is simply lock N load and shoot the button/light.

Once the light has been shot in whatever one of the 3 locations it spawned in, the WATER MILL just behind the WEATHER VANE will start to move and reveal a TESLA COIL. Simply head over to the TESLA COIL and shoot it with any of the upgraded TESLA GUNS, it doesn't matter which one it is, the coil just wants the juice.

This will provide power to the windmill, which will then provide power to the PUB....anyone for a pint?!! No we are professionals with a job to do first, if we survive the zombie onslaught, then we can have a pint of the golden nectar.....but not a second before we complete our mission....I want you focused.

Now power has been restored to the pub, you can go up to the RECORD PLAYER that sits on the bar and insert the RECORD that you got from the TOY SHOP spinning tops step. Once the record is inserted, it will start to guessed it....some music.

Step 3 - Those flippin' power switches

For this next step, keep playing the Casual Easter Egg up until the point you need to examine on of the HANDS OF GOD and the ZEPPELIN is flying around the map. In parts of the Casual Easter Egg, we need to turn on power in both parts of the MORGUE and the LABRATORY.

During this step, both of those switches will have turned off and need turned on again. When you do this, you will have to high tail it as you only have 30 seconds to get back into the COMMS ROOM, where you will notice the door to the SALT MINE will have another POWER SWITCH you will need to flip on. You will have 30 seconds to flip this POWER SWITCH before it resets and you will have to do this step again.

Once this last power switch has been flipped, it will reveal TESLA COILS that need to be shot by an upgraded Tesla Gun. Before doing this we need to make sure there is a BRENNER HEAD nearby....see if it wasn't for me you would forget your BRENNER HEAD if it was still screwed on. 

It needs to be nearby the Brenner Head as there is only a limited amount of time to complete this next step. With the Brenner Head equipped, go back to where the TESLA COIL was revealed to you in the COMMS ROOM and we are going to shoot these coils with the upgraded Tesla Gun. When we do, the lights will go out and two panels, 1 on either side of the COMMAND ROOM will open, 1 which leads to the laboratory area and one to the morgue area.

Activate the Tesla Coils by shooting them with the upgraded Tesla Gun, then use the Brenner Head and run to where these panels are which have now opened.
 As its quite dark in here now, use the Brenner Head to shine it onto the metal enigma style machine that has appeared. What you need to do is keep turning each of the individual numbers until you get one with a BLUE glow on it.

Once you get both panels glowing blue with their inputted numbers on the enigma machine dial, you will get a COIN that can be used to get the TALON SWORD.

If you did not make it to both panels in time and they have closed, you will have to play through the current round until you can retry it again. Restart again as needed again by shooting the Tesla Coils with the upgraded Tesla Gun.

When you have the COIN, make you way down to the EMPERORS CHAMBER area and insert the COIN in front of the STATUE. This will drop part of the wall in front of the statue and reveal the RED TALON sword, pick it up and start swinging!


Thanks for reading.